The big news from WWI so far for rogues is focused around two things: picking up a little AE damage and getting more use out of Sap. Both hints came from Tom Chilton during this morning's WWI dev panel, when he spoke to a large swath of class changes and balance issues.
The inspiration for the new area effect damage ability comes from Warcraft's Wardens -- Fan of Knives. As part of Blizzard's attempt to bring the lore and history of the game forward, they look to previous abilities and lore to inform current changes. Fan of Knives seemed like a natural ability to help give rogues a little extra AE damage. While Chilton cautions us not to expect Rogues to become the kings of AE damage...this will may be a welcome addition to our bags of tricks. It could certainly help in a pinch, but we'll have to see how it's going to meld with crowd control powers.
Where Rogues should feel some relief is the additional consideration given to Sap. Chilton's looking for Sap to play a greater role in crowd control strategies, and having it apply to more mobs. To paraphrase, Sap's going to apply to anything with a skull, and a brain to then rattle around inside of it. We may see ourselves sapping dogs, cats, bears, and. . .well anything with a brain inside a skull. So maybe not oozes quite yet - we're just going to have to satisfy ourselves with killing those.
I think a lot of the Rogue information we're curious about will actually come up during tomorrow's PvP section, since it's the Rogue's Arena capabilities that's seen so much forum action lately. Like Mages, we just haven't gotten the same amount of screen time as Death Knights or Shamans. Still, here's hoping we see more soon.
As regular forumgoers may have noted, there's been a lot of antipathy toward rogues in PVP lately. Most of this is based on the newfound popularity of the seventh-tier subtlety talent Cheat Death, which was buffed to mega-awesome proportions. Here's the old Cheat Death:
You have a 10/20/30 percent chance to survive any damaging attack that would otherwise kill you.
In patch 2.3, this was changed to:
You have a 33/66/100% chance to completely avoid any damaging attack that would otherwise kill you and reduce all damage taken by 90% for 3 sec. This effect cannot occur more than once per minute.
This was even more powerful than it looks -- until 2.4, a bug actually reduced all damage by 99% instead of 90%. However, today's 2.4.3 patch notes stated that the ability will be changed:
Killing blows are no longer 100% absorbed. If the Rogue is below 10% health, the killing blow is still completely absorbed; if the Rogue is over 10% health, enough damage will be absorbed to reduce the Rogue's health down to 10%. For the following 3 seconds, damage is not always reduced by 90%; it is now reduced by a maximum of 90%, depending on how much resilience the Rogue has. The damage reduction will be four times the damage reduction resilience causes against critical strikes.
So what does this mean, besides an extremely long tooltip?
Been a long time since we did a dagger, so let's break out this badass stabby stick, just recently seen in the Sunwell Plateau.
Name: Crux of the Apocalypse (Wowhead, Thottbot, Wowdb) Type: Epic One-hand Dagger Damage/Speed: 164-247/1.80 (114.2 DPS) Abilities:
+18 Agility, +15 Stamina, which makes this a nice weapon for either Hunters or Rogues. Hunters will probably say it's best for them, and Rogues will probably say they deserve it, but no matter who's getting this weapon, it's top of the line period. Just look where it drops from.
Red socket (perfect for a Subtle or Bright Crimson Spinel), +4 attack power bonus
Improves haste rating by 27 and attack power by 56. No matter how you look at it, this is a very, very nice dagger.
Just in case you're not up on your Latin, crux means cross, though it's also picked up another meaning in English as central or critical point. Either way, whenever you're stabbing someone with a central symbol of the Apocalypse, they're going to feel it.
How to Get It: Oh, nothing too hard -- it just drops from Kil'jaeden, the current endgame boss of World of Warcraft. So just, you know, beat the game, and then win the roll against that greedy Hunter or the grabby Rogue in your raiding group, and the knife is yours. Oh, and you'll probably want to do it again -- if you think one of these things is great, just think how awesome dual wielding them would be.
Getting Rid of It: You won't -- at least not until most of the way through Wrath of the Lich King. But when do you sell it, a vendor will give you 15g 52s 99c for it, or you can disenchant it into a Void Crystal.
Vhiari, keeper of the Armory stats, has updated once again, this time taking a look at Arena performance across all three rankings and all of the classes contained within. The 2v2 comparison (showing Arena rankings, across the bottom, with the percentage of players in each class at that ranking) tells the overall story: Mages are seeing major gains in the Arena, as are Rogues, which Vhiari speculates may be at the cost of Warlocks (who took a small tumble). And just as last time, Hunters continue to struggle in all three brackets -- 5v5 has the same situation as above, but in less extreme amounts.
Of course, these are stats, and what these stats actually mean is up to you (and more importantly, up to Blizzard -- this is just a sign of who's getting which rankings at which levels, and this could be the result of many different things, so there's no reason to expect buffs or nerfs based on just this information). Still, it's a pretty clear look at just who's winning out there, for whatever reason -- the stats say Mages have done well the past few months, while Hunters continue to struggle inside the Arenas.
It seems to me that this proc is pretty singular -- after a little bit of searching, I can't find any other weapons that have anything like it. If you can, let us know in the comments below.
Name: Rod of the Sun King (Wowhead, Thottbot, WowDB) Type: Epic One-hand Mace Damage/Speed: 189-352 / 2.70 (100.2 DPS) Abilities:
Increases attack power by 52.
Chance on hit: gain 10 energy or 5 rage. This is the proc (short for procedure, from the programming world, though it's come to mean a number of other things) that really makes this mace stand out as a choice pic for Rogues or DPS Warriors -- the proc rate seems to be around 3 procs per minute, which is a substantial amount of energy and rage coming back to the user.
Unfortunately, it also seems there's a short cooldown on the proc, which means you can't have a bunch of procs in a row, and get a bunch of free energy or rage back to back. Still, this weapon provides a pretty steady source of extra Warrior/Rogue fuel, and it's exceptional for that reason.
How to Get It: Drops from Kael'thas -- the Tempest Keep version, not the Magisters' Terrace one. The drop rate is somewhere between 15 and 20%, but the proc on this weapon makes it pretty specific -- only Warriors or Rogues would ever be able to use it to its fullest, and even then, it's definitely not a tanking weapon. Rogues may be tempted to switch to a Mace spec just to use this, but Warriors would only need it for a DPS set.
Druids, unfortunately for them, have no use for this weapon, even the bear kinds. Since the proc requires a "chance on hit," and bear Droods don't actually hit anything with their weapon (just their paws), it'll never proc for them. Blizzard might have been a little more giving on that one, but as it is, this weapon doesn't help bears at all.
Getting Rid of It: Sells to vendors for 14g 59s 25c, disenchants into a Void Crystal. There will be other, better weapons you find on your way up the raiding ladder (and while the DPS on this is nice, the high-end Arena gear beats it), but the proc on this weapon is almost enough to keep it anyway.
Most players choose their role based on what they want to do the most -- if you like playing as a ranged character, Hunter is probably a good choice, while being a Rogue will let you sneak around. But if playing in groups is your thing, says GoW, then you should aim for one of those roles that groups want: healer or tank. That's one reason I personally chose a resto Shaman -- everybody always needs a good healer and/or tank, and with a Shaman, I can fill that role, or go off and do my own thing as well.
GoW compares it to being a woman at an engineering school, where you've got your pick of the 1:6 girl/guy ratio (my alma mater, fortunately, had odds stacked slightly the other way). But other than the hot engineering sex, the point is a good one: if you're on a realm suffering from a lack of tanks and healers and you want to group up, why not fix things yourself and roll up one or the other?
Surprised to see us again so soon? Well, with 2.4 hitting today (Elune willing), it's time to see what there is out there for rogues in the new patch -- at least gear-wise, since rogues don't have many mechanic changes on the PTR right now. This new gear is available as badge rewards, drops from Magister's Terrace, and even crafted loot! (Sorry -- since the Sunwell isn't going to be open at first, loot from the 25-man raid has been left out of this one, and we talked about the Shattered Sun rep rewards already.)
Badge of Justice Loot
The first things you'll probably be staring at in the new badge vendor's inventory are the new daggers. The Blade of Serration, Swift Blade of Uncertainity, and the Mutilator clearly have a lot in common -- all three have the same 103.1 DPS and stam/hit/AP stats. However, the Blade of Serration is 1.8 speed, one-handed, and costs 105 Badges of Justice, while the identical Mutilator is off-hand only and costs only 45 Badges. The Swift Balde, intended as an off-hand for combat dagger rogues, boasts a speed of 1.5 and the same discount off-hand price of 45 Badges. Since these daggers clock in as the fourth-best daggers in the game DPS-wise, they're a must-have for all small-group dagger rogues.
Combat fist spec rogues can also enjoy some hot new weapons. (Sorry, swords and maces, but no new pointies/blunties for you.) Vanir's Right (and left) Fist of Brutality and Vanir's Left Fist of Savagery forgo the hit rating and stam of the daggers in exchange for agi and haste rating. They share the same 105/45 badge price as the daggers, so you can pick up the whole set for 150 Badges of Justice. Drawbacks include that the models look like rejected monsters from AQ40.
Time once again for WoW Insider Weekly, where we put all of the best weekly content of the last week all in one place for you to click and browse as necessary. Warning: Reading content linked from WoW Insider Weekly may cause your player skill to exceed ownage limits. Take as directed.
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WoW, Casually Patch 2.4 preview What's new for casual players in the upcoming patch (And we mean "upcoming," as in next week or later. Sigh...)
Know Your Lore: The Grimtotems Elizabeth Wachowski lays down the lives, loves, and laments of the nega-Tauren and their evil crone.
If you win Arena matches for more than four hours in a row as a result of reading these columns, please seek medical attention. Click the link below to see more helpful features from our columnists here at WoW Insider.
I love the profession system in WoW, but sometimes it strikes me as odd that we're basically paying money to go to work. I wouldn't run around the world and skin animals, pluck feathers, find rare threads and cause massive environmental destruction for a leather jacket in real life, but I'll gladly do all that to make an epic leather chestpiece in WoW.
Nevertheless, it's a good idea to pick up a crafting profession in WoW, just for the perks. (Unless you want to be one of those ultra-capitalists who take two gathering professions.) We've covered this in general terms before, but today we're going to focus on the crafting profession-specific BOP items and abilities that can really help out rogues in the end-game.
Alchemy
Honestly, alchemy doesn't have a lot of good BOP stuff. It's good for money-making and as a support profession for an alt (someone has to get all those transmutes done), but it doesn't offer a lot of enhancement for your main, unless you count "Being the guy at the raid who sucks up to everyone by giving them pots" as an enhancement. Which, for rogues, is not a bad thing -- there's enough of us out there that being an alchemist can help get you that coveted raid spot. But for pure min/maxing, it might be better to buy herbs off the AH or farm them on an alt and then have a guildie make you your pots. Particularly useful pots include Flask of Relentless Assault, Haste Potion, Insane Strength Potion, Fel Strength Elixir, Elixir of Major Fortitude, Onslaught Elixir and Super Healing Potion.
The Alchemist's Stone is one of two items that are only usable by alchemists, and though it's a good starter trinket, it'll be quickly eclipsed for everyday wear by more rogue-specific trinkets. It really shines for hybrid classes and mana-users, but rogues shouldn't be popping healing potions like bubble wrap in PVE. If you are, you have bigger problems than your trinket selection. The other alch-only item is the Mad Alchemist's Potion, which restores health and mana and gives you a random buff. Nice, but not reliable when you need it.
A fairly lengthy thread on the official Bug Report forum today led to the discovery of a problem related to two Rogue skills. Cloak of Shadows and Vanish were both reported by players as simply not working. For whatever reason, rogues were unable to escape the attacks of their opponents in PvP when using these skills.
Reports of problems with Vanish often plague the forums. Most often these issues are caused by client/server latency, as Hortus reminds us, but this time they've identified a separate problem. While not disclosing the nature of the bug, Hortus has informed the rogues in the thread that their feedback has resulted in the discovery of a problem with these two skills and they're currently investigating the issue in hopes of finding a fix.
It's nice to see that players are able to help contribute to fixing the game. If you've had any problems with these skills recently, I'd suggest that you read over the thread and see if your experience adds anything to the discussion.
Handmade for Rogues to use as an offhand. The speed makes up for all those offhand misses, and while Warriors who know what they're doing might like this one, too (since most of their abilities are all based on "next attack" procs), Rogues should get first pick on this one. This weapon was made for them.
Also, while we're told the pic above is what this dagger looks like in 2.3, it used to look different. We're not sure why Blizzard changed it-- the old look is a little cooler. But then again, this new look is much closer to the icon.
How to Get It: Drops from Gurtogg Bloodboil, a raging fel orc boss in Black Temple. The stats have it dropping at about 14 or 15%, but my guess is that it's a little lower than that. At any rate, if you can make it up to him in the Black Temple, and drop him about five or six times, it should pop up. Win the roll (or spend the DKP) and it's yours.
Getting Rid of It: Disenchants into a Void Crystal, or vendors for 14g 22s 63c.
Tipster Juro wrote in to let us know of another change that has popped up after Patch 2.3 went live. It seems that those slaying the Syndicate in Hillsbrad are receiving Raveholdt faction. Excited about the prospects of additional quests I ran on up to Ravenholdt Manor with my rogue only to find that I was out of luck.
But allowing other classes access to the reputation in conjunction with the new Syndicate rep indicates that more is on the way. What could it be? I am thinking that the story of Ravenholdt will likely be continued in the months leading up to the release of WotLK. It makes sense when you think about it, since Dalaran will be lifting off, as it were, to have an update of the area much like we've recently seen in Dustwallow Marsh. I also remember Chris Metzen mentioning something at BlizzCon about Garona Halforcen and how they would like her to have a role in the next expansion, possibly as a partner for Thrall. Since she was last seen ingame during the closed beta at Ravenholdt Manor, it would therefore make sense that the mother of all assassins would usher in a continuation of the Ravenholdt mysteries. In any case, I know a couple of my characters are going to work on grinding Ravenholdt rep, just in case.
+14 Stamina, which doesn't seem like a lot, but don't forget, this is on a thrown weapon. That's a whopping +14 Stamina you can't get anywhere else.
Improves hit rating by 12 and critical strike rating by 20.
And while thrown weapons used to be used only for pulling or tagging cowardly mobs, the Rogue ability Deadly Throw has changed the game. You can get some nice crits in (using this or any other high level thrown items) if you've worked up a good number of combo points on a target running away from you. Put on the HWL or Gladiator's gloves and this also becomes a spell interrupt, so you want as nice a thrown weapon as you can find.
How to Get It: The Shuriken drops from trash mobs in Serpentshrine Cavern, at a rate of about 1%, so it's not super easy to come by. I'd really say the weapon is meant for Rogues, too, but I could see how fury Warriors and other classes would have an interest in it, so you might have to win a competitive roll on it, too. But spend a lot of time in SSC, be a little lucky, and you can probably pick it up without too much trouble.
Getting Rid of It: Disenchants to a Void Crystal, and I bet that's where most of these things have ended up, because odds are that anyone who could really use it in PvP has already picked up the PvP version anyway. Maybe there's a reason we've never done a thrown weapon... Sells to vendors for 3g 63s 68c.
Oh dear. Well, there goes any hope of name calling, hair pulling or other ungentlemanly behavior. (Or unladylike, I don't know the actual gender of the folks involved.) So, then, what can we actually take from all of this? Well, here are my own incredibly long winded 'point/counterpoint' thoughts.
Well, to be completely fair and honest, I have had a lot of the same problems with rogues Mirshalak mentions. While I don't believe that the entire class is sociopathic or full of people who can't work with a group, I have several stories stored up from my time playing WoW of rogues who decided to wipe the group and vanish because they didn't get a drop they wanted (not that someone else did get it, just because the boss did not drop the item, mind you) or rogues deciding to try and train bosses over the hunter who has feigned death to hopefully use his jumper cables to res a few healers in order to help prevent a reset wipe.
Even though I haven't raided on my rogue for about two months, I'm still pretty happy when I look at her gear. 4/5 T4, the Chestguard of the Conniver, the awesome offhand dagger from heroic Ramparts that I obtained after my guild found it in the chest, held the chest open, and summoned me in -- *Monty Burns voice* why, this is less a rogue than a god. (Disclaimer: My rogue is not actually a god, and yours is probably better geared and also prettier.)
But there are two blues disrupting my sea of adequate purples -- I have yet to replace either of my trinkets. And when I talk to other rogues, many of them have the same problem. The truly good epic trinkets for rogues are hard to find or have many competing rogues after them, and many of the other trinkets are just ... meh. So to help out my fellow rogues, I'm posting a guide to some of the best max-level trinkets (as rated by their power and their ease of attainability.)